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Obsolete, use AbductionLite instead.


This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road.

 


WHAT IS THIS?
This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows

 

* Player crafts the holotape at any chem station
* Player makes sure the control quest is running in the MOD menu after which they can add the perk
* Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights
* While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command
* The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done
When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING

 

After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower.

 

While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable.

 

The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries.

 

Regarding doctor or vendor assignment dialogue

 

If you abduct a npc with custom dialogue like a doctor and vendor they'll most likely lose these when their factions are stripped. You can attempt to avoid this by disabling the faction removal in mod options BEFORE you abduct them. Also remember to disable the threat dialogue otherwise the Intimidation quips will still override.
If you forget to do this before assigning them a new job just assign them to something else and back again.

 

 

Mod not working?

 

If the mod isn't working make sure the control quest is running by starting/resetting it from the MOD holotape menu after which all functions including adding the perk should work. The reset feature will remove all NPCs from the system but they should be re-acquired again on the next game load provided they're assigned to a workshop

 

 

 

 

SO WHAT'S THE DISCLAIMER ALL ABOUT THEN?
Two main areas, implementation and completeness

 

Implementation issues
* The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is.
* Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems
* And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems
* NPCs does not have the stimpak option - It's there but not shown, "E" still works
* NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option
* If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one
* NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture
* Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them.
* NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have
* NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone.
* The perk is overwritten or overwrites the Intimidation one - pick one or the other.
* NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions

 

Completeness issues
* While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic.
* NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option
* A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements
* Affinity should be added to companions, negative across the board mostly
* Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing.
* Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right?
And probably a bunch of other stuff I forgot.

 

Stuff that's loosely planned to be added
* Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41
* Option to change combat variables so they work better fighting in follower mode Added in 0.41
* Option to change facial expression and body language
* Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41


What's New in Version 0.71

Released

  • 0.1
  • * Initial Release
  • 0.12
  • * Shock collar added
  • * Mechanic moved to Intimidation perk
  • * Added Nuka World raiders group NPCs as capturable
  • 0.13
  • * Pacify/Subdue should now show on non-abductable NPCs
  • * Script source included, feel free to poke around!
  • 0.20
  • * Removed Intimidation hook - Mod should work (better) with other mods changing perks
  • * Moved functionality to new perk, Abduct - Obtain it through console, type "help abduct 0" to get the idnumber and then "player.addperk idnumber" to get it
  • * Added eject from PA command - Shows up in aimed dialogue with a follower, see image
  • * Shuffled perk dialogue around a bit - Might help stimpak and STAY options showing wrong text
  • * Shock collar move to chemstation - settlement is no longer needed to craft making it easier to craft "on the go"
  • 0.30
  • * Added new control menu accessible by activating the NPC while sneaking
  • * Added Eject from PA option - removed dialogue/aimed dialogue option
  • * Added Unequip all option - removes all items, if appearance doesn't refresh equip and unequip an item to trigger it.
  • * Added Forced trade option - use if NPC is assigned as vendor to access personal inventory
  • * Added Looksmenu option - use to change appearance though most if not all NPCs won't allow changing face and/or hair due to template restrictions
  • * Added Set home option - use to reassign NPCs outside the workshop interface
  • * Added Toggle protected/essential option
  • * Added Reroll randomized NPC option - will pick a new random appearance/gender/outfit if the actor has this feature enabled. RESETS INVENTORY!
  • * Added Kill option - does not flag the player as attacker and might be more safe
  • * Added Kill and resurrect option - useful if the NPC needs to die to advance a quest or unluck a workshop. MIGHT REMOVE ITEMS.
  • * Added Kill, disable, delete option - might potentially free resources. ALL EQUIPPED ITEMS ARE LOST
  • * Added kill all option - purges all NPC, beware the giblets!
  • 0.41
  • * New craftables at chemistry workbench - Abduction Baton, Abduction Collar, Abduction Holotape
  • * Merged perk scripts into main script
  • * Abduction can now operate in two modes:
  • Equipment - Player is required to have the baton equipped for all functionality as well as Abduction collars in inventory. This allows you to chose when the options show for increased compatability with other mods and vanilla perks.
  • No equipment- Works exactly as before with aimed/non-aimed options with the one exception no collar is needed. It's still automagically equipped on the npc though
  • Holotape - Reordered everything into submenus and added some new options
  • * Disable threat speech - removes the Intimidation dialogue
  • * Eight voice type overrides - Useful to enable dialogue requiring standard voice type like for merchants and radiant quest givers.
  • * Release - Removes the NPC from Abduction. Does not restore faction affiliation so they'll still be friendly.
  • * Summon All - Moves all to your location. Useful for quick relocations.
  • * Disable/enable threats - Toggles the Intimidation dialogue after Abduction so you don't have to do so manually
  • * Disable/enable equipment req - See mode above
  • * Set kneeling/standing Abductions - Incomplete, only standard kneeling abduction works for now
  • * Rename to Slave - as it says, permanent
  • * Set Combat Behaviour - set basic ranged combat stats, useful if you want a civilian to be a little more dangerous. Won't prevent NPCs specifically set to flee from doing so though.
  • * Remove dead - Purges dead NPCs from the Abduction system
  • * NPC Maintenance - Verifies all NPCs have the correct flags for factions, workshop and aggression. Use after updating.
  • * Reset / Start System - Used to fire up the necessary control quest should it be stopped in a new game or after an update.
  • * Remove / Add perk - As it says, make sure to start the system first or the option won't work
  • * Outfit Options - Equips the active NPC in a standardised outfit.
  • * Disable Faction Removal -This prevents Abduction from removing any standard factions. Usefull if you want to abduct a friendly NPC with special functionality like doctor or trader. Keep in mind this must be done BEFORE Abducting since there is no way to store and re-add deleted factions. Also, even if the NPC is set to only function in a specific location their services and custom dialogue can still break dragging them elsewhere. "Safest" NPCs are those who are set to travel around on their own.
  • * New Abductable NPCs - Managed to add a bunch by using FO4Edit to circumvent the block on templated actors. Expect to find *a lot* more NPCs capturable including probably a few named ones. Full list below. If this causes performance problems or other issues use FO4Edit to remove as many as you want.
  • 0.41fix
  • * Arena functionality - Factions have been edited to fit in the fighting scripts
  • * Keep Faction/Voice toggle - Enable this on actors requiring special settings to prevent NPC Maintenance from breaking them
  • 0.49
  • * UPDATING MAY REMOVE NPCS FROM SYSTEM - Recommend releasing any you want to keep and re-abduct them after update.
  • * Added option to toggle between 24 and normal workhours
  • * Added option to toggle bCountsForPopulation - *might* make Abductees not count towards population limit
  • * Added option for "selfsufficiency" - Abductees produce 1 water, 1 food and 2 defense on their own
  • * Added option to remove protected/essential status - If you want to allow the NPC to be killed by the player or other NPCs
  • * Faction changes - WorkshopNpcFaction and PlayerFaction are added by default with CurrentCompanionFaction as follower
  • * Summon All will now enable and resurrect NPCs when relevant
  • * Kill All will now enable disabled NPCs first and only remove those verified as dead
  • * Keywords are now forcibly added on Abduction besides being added through alias - Might fix freed NPCs not being re-abductable again
  • * Removed essential/protected toggle - Didn't work properly due to game engine limitations. All NPCs are set to protected by default and essential as followers
  • * Removed follower quest, merged functionality into main alias
  • * Removed various reset commands - *might* prevent Abduction alias from emptying itself causing loss of NPC control
  • 0.49hotfix
  • * Removed sandbox package from alias - caused problems with NPCs trying to return to their spawn and possibly being stuck doing nothing at all in the settlement trying to figure out their way back
  • * Added option to toggle the GenericGoHome script after abduction - If you bring the NPCs home yourself consider turning this off, might save some resources. You can always trigger this script manually to guide the NPC home on its own by using the SET HOME option.
  • * Tweaked some flags on the master quest alias
  • 0.50
  • * Added option to track down NPCs that has fallen out of the Abduction control system
  • * Added option to do the above automatically on game load
  • * Added on-hit functionality to the Abduction Baton that'll instantly put the NPC in the system
  • 0.59
  • * Added option to create five custom outfit presets
  • * Added option to apply current outfit to individual or all abductees
  • * Added option to automatically apply current outfit on abduction
  • * Added option to apply outfit items sequentially or randomly
  • * Added option to abduct a clone of NPC instead of original
  • * Added option to toggle XP gain on Abduction, value modifed by difficulty
  • * Fix - Summon all will now properly resurrect, enable and summon also dead NPCs
  • * For more detailed information see forum post
  • 0.59fix
  • * Added missing Utility Menu script
  • 0.60
  • * Stray catcher should now re-apply teammate/follower status to relevant NPCs
  • * Abduct Clone changed into Kill and NoKill variants
  • * NPCs in restrained mode will be granted protected status for its duration (may require mod system restart)
  • * Added option to shut down mod, removing all NPCs and stopping quest
  • * Stray catcher will now also re-abduct NPCs previously removed through shut down
  • * For more detailed information see forum post
  • 0.61
  • * Due to system quest changes use of the uninstall option may be required to avoid loss of control over already abducted NPC. See forum post for more info.
  • * Added "REIgnoreForCleanup" faction to NPCs - Should allow random encounter handlers to process abducted better
  • * Added "ShowWornItemsKeyword" - All worn items will now be visible making change of equipment easier
  • * Added scripts to sub-template NPCs - Abduction compatibility with mods that make changes to these instead of the main templates should be higher
  • * Removed named NPCs
  • * Added named NPCs to separate esp
  • 0.61-ScriptFix
  • * Removed lingering test code causing "Settlement detected" messages and NPC re-rolls
  • 0.70
  • * Added option to toggle an alternative mode named NEW in the holotape under mod options
  • * Added support for 4play animations (NEW mode only)
  • * Added support to put NPCs in an abduction vulnerable state through combat at user set health thresholds (NEW mode only) found in "Alt mode options" in the main menu
  • * Added support to manage NPCs that lack the workshopnpc script with the DOMINATE option offering standard Abduction functionality minus settlment assignment/work (NEW mode only)
  • 0.71
  • * Added missing conditional check for a menu option


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